dod_carentanfield_v1.bsp


caboose
03-26-2006, 02:22 AM
Map Name: dod_Carentanfield_v1.bsp
Author: [M.R.S.A]Caboose
Release Date: 26/03/06
Number of Spawn Points: 20

Movies:
http://www.mrsacln.huhbw.com/downloads/carentanfieldv1.wmv
Screenshots:
http://www.mrsacln.huhbw.com/downloads/carentanpics/

Download:
http://www.mrsacln.huhbw.com/downloads/dod_carentanfield_v1.bsp

Info:
13th June
Hill 30, south of carentan
http://www.ibiblio.org/hyperwar/USA...A-A-Utah-18.jpg
506th Easy company vs 17th SS Panzer Grenadier Division/6th regiment of German parachutists

2 hedgerows with entrenched allied and axis forces.
These hedges fire across an open field, ith very little cover in the field itself.
The germans have a ridge that allows them to get close to the flag, but they must make a dash out of cover to take the flag.
The germans have a ditch that they can crawl down to get close to the flag.

The allies have a hollow hedge that they can move through to get near to the flag, and the allies have 1 morter strike that they can use each round.
the morter strike is mostly as a way to cover their movements as it wont kill you unless your very unlucky.

The flag is a 5 second, 2 man cap.

I have had some players test and they enjoyed so i thought i woudl stick it here for ppl to look at.
Best way to play this map is rifles and 1 mg only.
If you have any suggestions please let me know, I havnt mapped before, so if you find faults in the map, maybe give me some tips :-)

Neutrino
03-26-2006, 08:28 AM
Originally posted by caboose
If you have any suggestions please let me know, I havnt mapped before, so if you find faults in the map, maybe give me some tips :-)

you should consider adding a 3d skybox
it gives maps much needed depth

http://developer.valvesoftware.com/wiki/3D_skybox

also, the terrain's vertices are awkward. try to level them out a little more, to look more natural (instead of having the odd looking triangular hills)

i havent played the map, so i cant really comment on anything else as of now.

congrats on release. keep mapping! :)

cLouTieR
03-26-2006, 08:58 AM
um ... looks rather plain and boring .... open field .... not generally a good idea for a CTF map ... its more of a deathmatch

Fr3t
03-27-2006, 12:59 AM
the story looks good, so i download it, then i try it.... i saw brushes, displacements, alpha paint, oh yes and some models, that's all. Sorry dude, but i don't see anything fun in this cube.

caboose
03-27-2006, 03:38 AM
Originally posted by Neutrino
you should consider adding a 3d skybox
it gives maps much needed depth

http://developer.valvesoftware.com/wiki/3D_skybox

also, the terrain's vertices are awkward. try to level them out a little more, to look more natural (instead of having the odd looking triangular hills)

i havent played the map, so i cant really comment on anything else as of now.

congrats on release. keep mapping! :)

good point about the ground, ill smooth it out a bit more, sky box i dabbled in but kept getting the sky box displaying inside the map so gave up with it (im a total noob at this mapping)
as for the map, its blank and boring cause im trying to make it real (ish).
its just 2 hedgerows, with a big open field in it.
we played a 8vs8 rifle match on it and it was so much fun as its mainly death match at long range, until some brave guys manage to grab that flag.
getting the flag was hard as hell, and that makes us have so much fun on it.
DOD source is too much of a run and gun, full auto spam fest. this slows it down, and makes it so easy to die within moments of spawning.

its all about covering fire, and sneaking out, staying low, worried about getting picked off, rather than sprinting about a lot.

i would like to make the map so every one likes it, but my mapping skill is next to zero, and this map is really for me as its something i have wanted to play on for a long while.

CoolHand
03-27-2006, 05:57 AM
To add a sky box, you need to make your camera and copy it along with all master light entity and you need to grab all element that make the limit of you map. This will give you a point to know where to place your skybox element. once you are done placing them, delete the original element that made those end limit visible to you in the sky box. This is how you know that what you place will not show in your map.

caboose
03-27-2006, 06:49 AM
oh man thats so simple that i feel stupid now. thanks ill give that a go tonight.

Devils Rear
03-27-2006, 07:34 AM
up and running on our server - will be in the next map pack

caboose
03-27-2006, 07:43 AM
cheers dude, glad it was appreciated. if i make any alterations ill send u the download.

CoolHand
03-27-2006, 08:05 AM
I would suggest you to make make release too often. Work on it, post picture here. Ask for opinon and once you feel you work enough on it. Ak for testing it and this way you will get even more feedback and things to work on.

Often a map get burned because of new release that does not offer much over previous release and those that did download it and did not like it, migh never even look back at it.

I think you need to not get too excited over release that will not offer much more. You should simply add much more before the next release. I know it will not go in rotation yet on 907th because it's not offering much at this moment. Could be use in fun map night, but that is about the maximium use we would do with this release.

Since your map is small, you can add element in ti without worrying about FPS. I think you should take advantage of this. Right now it's just too open and lack element inside the map, not just the skybox.

I just want to help you make it a better map so more will enjoy your work in the future.

Keep up the good work and don't worry too much about negative comment. All maper go trought those and rarely will a first ever release please most ppl :)

caboose
03-27-2006, 04:00 PM
version 2 is now finished:
addtions:

minefield on allied side of the map
Axis tank is now on fire
Sky box added
some small terrain alterations
allied morter now more powerfull


new map downloadable at:
http://www.mrsacln.huhbw.com/downloads/dod_carentanfield_v2.bsp

Movie of the map being played can be found at:
http://www.mrsacln.huhbw.com/downloads/carentan.wmv
(its about 78mb)

Neutrino
03-27-2006, 06:17 PM
the video did look like fun. but it just seems like one of those maps you can only play for about 5-10 minutes before you need a change.

i suggest maybe adding 1 or 2 hedges in the center. cant really suggest anything for this style :confused:

Devils Rear
03-28-2006, 12:14 AM
running on our servers

caboose
03-28-2006, 12:56 AM
Originally posted by Neutrino
the video did look like fun. but it just seems like one of those maps you can only play for about 5-10 minutes before you need a change.

i suggest maybe adding 1 or 2 hedges in the center. cant really suggest anything for this style :confused:

problem with that is....
winning the level can take up to half an hr cause its such a risk breaking cover and running for the flag.
with 12 clan guys playing it really was a hard battle, and thats what i love.

adding hedges in the field i wouldnt really want to do as the field was totaly open in real life.
possibly i will add a fall back area, that the losing team can use to try and escape from the winning team.

i wish also i could work out a config that forces the map to be rifle only with 1 mg per team

FBOTheLiuetenant
03-28-2006, 08:06 AM
Sweet I really look forward to this map being finished, I'll help you test it if you like. As far as scripting for classes I believe you can only really do that in Manni (correct me if Im wrong)

CoolHand
03-28-2006, 09:45 AM
No you can make a map config and place it on the config folder. The file need to be called dod_carentanfield_v2.cfg

Basically a txt file that you change the extension to cfg. Many person thing they can only run map config via mani. Wrong, DOD will execute any map config that have the same name of the map and is located in the dod/cfg folder.


In it put:

//-----------------------------------------------
// Class limits
//-----------------------------------------------

mp_limit_allies_rifleman -1
mp_limit_allies_assault 0
mp_limit_allies_support 0
mp_limit_allies_sniper 0
mp_limit_allies_mg 1
mp_limit_allies_rocket 0

mp_limit_axis_rifleman -1
mp_limit_axis_assault 0
mp_limit_axis_support 0
mp_limit_axis_sniper 0
mp_limit_axis_mg 1
mp_limit_axis_rocket 0

echo "dod_carentanfield_v2 config executed"

MrGrubby
03-28-2006, 10:53 AM
Nice bit of info Luc :)
I was wondering how to do this.
I assume that a map config embedded into the bsp will take precidence over any configs that the server has in place?

otF yetihw
03-28-2006, 11:50 AM
Wow very useful info if it does indeed override the server config.

Only problem with having rifles only on a map that I can see is that, in my opinion, Axis would have a huge advantage with the k98.

CoolHand
03-28-2006, 11:56 AM
Yes since it does get executed after the server.cfg file, but as a server operator for more then two year, I think server op can decide to go down this road. I personaly deleted every attemps by mapper to control this and would not package a map file with such file in it, I would remove it before making the package.

I think this is up to server operator to go down that road not mapper. I did delete map config file in DOD 1.3 map that I did package when one was found, because I don't want them on our server. When we need one we create one.

Now with dod source many just got confuse about how to use it since it used to be in the dod folder in 1.3, Now with source, everything was moved in the config folder by default.

In one word mapper control their map, server operator control their server config. That is how I see it.

MrGrubby
03-28-2006, 12:27 PM
hehe.. I was thinking of embedding a config file in my map that gives the same weapon restrictions as we play with on the 907th ;) Mainly limiting snipers and MGs to 1 per team.
I've been a part of a 2mg team that worked together. We just tore it up. Pushed them back to spawn over and over again.


Caretanfield looks like a really basic map. However from the videos it looks like it could definitely work during a fun night on our servers.

CoolHand
03-28-2006, 12:55 PM
I do agree some map need limitation and that is why we do have some on 907th. But still it's kind of up to server op to manage it.

You can still give it a try. I just know that most experience server operator will see it and if they want 3 mg, they will delete the file.

I guess the best way to go is that you include a file that explain how to make the config and that you strongly suggest to use the following restriction to enjoy the map better.

This would not be intruisve and you might get many to go down that road. I always read the readme file. I also remember that in 1.3 we did had certain map with specific restriction that where for that map only. I think this should be the best solution, at least you suggest it whitout kind of imposing it.

I played on a server the other day, there was 9 person per team, on the other team they had 3 MG, 3 sniper and 3 rocket lolllll

Sorry, not trying to hijack the post :(

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This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.